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Beeb
Jun 29, 2003
Probation
Can't post for 27 days!
Headband flag is ticked :argh:

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Raygereio
Nov 12, 2012

Capn Beeb posted:

Headband flag is ticked :argh:
I just downloaded that T49XV armour you linked and PN's vision modes work with it in my game.:shrug: The PN-patch seems to only add the overlay and visionmodes to 2 out of 3 helmets though.
Is there any other mod in your loadorder that's overriding the edits the T49XV-PN-patch makes to those FormID lists I mentioned? Also is "Ehanced Vision" enabled in PN's MCM? If it is, do PN's vision modes work at all for you? Try testing one of the vanilla armours PN adds it to, like the Riot Gear helmet or something.

Raygereio fucked around with this message at 23:38 on Jan 13, 2014

uaciaut
Mar 20, 2008
:splurp:
Anyone have a clue how Cirosan's mod interacts with JSawyer exactly? To be more specific:

1. How does the DR component interact with the fact that JSawyer added DR as a stat to multiple armors? Do you get the DR from the armor + the DR from Cirosan's mod? Wouldn't that end in having your character have too much DR? Or does Cirosan's remove any DR stat from all the armors of the game?

2. The CCO – GC JSawyer Patch adds a trinket to your inventory that lets you choose between what mod affects what, between JSawyer and Cirosan's, but only a few options are presented. Namely, i don't want Cirosan's changes to VATS, how Tag skills works and how NPC's health grows but i don't seem to be able to choose not to have said changes when i use the trinket, is it just my installation of CCO that does this or are you literally stuck with said features from the get-go if you install CCO?

warrencanadian
Nov 22, 2013
Huh. Well, now I'm having some weirdness. I was having some difficulty with some of the GRA ammo, where my grenade rifle couldn't load 40mm Plasma grenades, eventually I found 12 gauge shotguns won't load dragons breath rounds... And having reloaded my game today, my shotgun won't load any of the rounds I'm carrying except for buckshot. Flechette rounds, dart rounds, nothing. Not even the 4/0 Buckshot that definitely left all those legless Fiends outside Vault 3 before I quit last night.

Paracelsus
Apr 6, 2009

bless this post ~kya

warrencanadian posted:

Huh. Well, now I'm having some weirdness. I was having some difficulty with some of the GRA ammo, where my grenade rifle couldn't load 40mm Plasma grenades, eventually I found 12 gauge shotguns won't load dragons breath rounds... And having reloaded my game today, my shotgun won't load any of the rounds I'm carrying except for buckshot. Flechette rounds, dart rounds, nothing. Not even the 4/0 Buckshot that definitely left all those legless Fiends outside Vault 3 before I quit last night.
Are you sure it's the exact same shotgun that had previously used the 4/0? Gun versions from the base game don't load GRA ammo types. I once managed to cause myself some trouble by taking a hunting shotgun to Zion and turning a bunch of my ammo into 4/0 that I couldn't use. Also it turns out that 4/0 shells are inferior to standard shells because they lack the 1.2x damage modifier the standard ones have.

Paracelsus fucked around with this message at 00:08 on Jan 15, 2014

PrinceRandom
Feb 26, 2013

Capn Beeb posted:

Technically 7.5x55 uses a .308 bullet so :v: But yes you can change that in the geck, load it up with the mod you wanna change set to active, then find it in the weapons tree, double click it, then:



Just click that and change it to AmmoList308 I believe.

I can't get anything to show up and I set the mod to active?

Can I also remove a master mod from it since I'm not going to be using Caliber?

warrencanadian
Nov 22, 2013

Paracelsus posted:

Are you sure it's the exact same shotgun that had previously used the 4/0? Gun versions from the base game don't load GRA ammo types. I once managed to cause myself some trouble by taking a hunting shotgun to Zion and turning a bunch of my ammo into 4/0 that I couldn't use. Also it turns out that 4/0 shells are inferior to standard shells because they lack the 1.2x damage modifier the standard ones have.

I've toyed around a bit more, and yeah, it seems to be a conflict between GRA and The Armory's alternate armor system. If I turn it on, the Mercenary Grenade Rifle for instance won't load plasma grenades, but it will with the alternate armor system turned off.

Fair Bear Maiden
Jun 17, 2013

uaciaut posted:

Anyone have a clue how Cirosan's mod interacts with JSawyer exactly? To be more specific:

1. How does the DR component interact with the fact that JSawyer added DR as a stat to multiple armors? Do you get the DR from the armor + the DR from Cirosan's mod? Wouldn't that end in having your character have too much DR? Or does Cirosan's remove any DR stat from all the armors of the game?

2. The CCO – GC JSawyer Patch adds a trinket to your inventory that lets you choose between what mod affects what, between JSawyer and Cirosan's, but only a few options are presented. Namely, i don't want Cirosan's changes to VATS, how Tag skills works and how NPC's health grows but i don't seem to be able to choose not to have said changes when i use the trinket, is it just my installation of CCO that does this or are you literally stuck with said features from the get-go if you install CCO?

Never used the DR module so I can't answer on that, but yeah, the JSawyer/Cirosan compatibility module only lets you choose between JSawyer and CCO values, it doesn't let you select to revert to vanilla for some of CCO changes.

EDIT: Note, however, that you don't have to use every CCO module, you could just roll with the edited perks and jsawyer for example, and place CCO under jsawyer or above it depending on which changes you want to take precedence.

uaciaut
Mar 20, 2008
:splurp:

Fair Bear Maiden posted:

Never used the DR module so I can't answer on that, but yeah, the JSawyer/Cirosan compatibility module only lets you choose between JSawyer and CCO values, it doesn't let you select to revert to vanilla for some of CCO changes.

EDIT: Note, however, that you don't have to use every CCO module, you could just roll with the edited perks and jsawyer for example, and place CCO under jsawyer or above it depending on which changes you want to take precedence.

Ye i know, problem is i really like some of CCO's changes conceptually (like how it turns perception into a non-poo poo stat post 6), but i don't like how if affects vats in particular, since vats was designed to work well with unarmed for example and now if you want an unarmed focused char you have to invest more perks into it, and with JSawyer's level limit being set to 35 you're really starving for perks as it is. Same goes for other perk changes that split some old perks into multiple ranks.

Thanks for the answer though.

Fair Bear Maiden
Jun 17, 2013

uaciaut posted:

Ye i know, problem is i really like some of CCO's changes conceptually (like how it turns perception into a non-poo poo stat post 6), but i don't like how if affects vats in particular, since vats was designed to work well with unarmed for example and now if you want an unarmed focused char you have to invest more perks into it, and with JSawyer's level limit being set to 35 you're really starving for perks as it is. Same goes for other perk changes that split some old perks into multiple ranks.

Thanks for the answer though.

As long as we're talking just about value changes, they shouldn't be difficult to revert to vanilla via FNVEdit, anyway. I've never done perk editing with FNVEdit, so I don't know how difficult it would be to remove the new broken-up perks and re-add the old vanilla ones, but it's definitely in the realm of possibilities. Changes applied via script would be a bit of a pain, but it doesn't look like you need to touch up those.

Andrast
Apr 21, 2010


Fair Bear Maiden posted:

As long as we're talking just about value changes, they shouldn't be difficult to revert to vanilla via FNVEdit, anyway. I've never done perk editing with FNVEdit, so I don't know how difficult it would be to remove the new broken-up perks and re-add the old vanilla ones, but it's definitely in the realm of possibilities. Changes applied via script would be a bit of a pain, but it doesn't look like you need to touch up those.

Editing CCO (at least the perks) via FNVedit is fairly simple and shouldn't pose a problem if you know how to use FNVEdit.

uaciaut
Mar 20, 2008
:splurp:
Also, to any other person who has used CCO, i wanted to ask if i can use the Old World Blues auto-doc to give myself gifted to replace fear the reaper when i'm at max level, bypassing the downside of gifted and removing the negative aspect of fear the reaper.

Rush Limbo
Sep 5, 2005

its with a full house
I think Robco Certified may just be the best New Vegas mod. It's so well done and thought out. It also makes it somewhat viable to not focus on combat skills that much, as you can have a robot army to do your bidding.

Just built a Securitron in OWB and upgraded him to Mk II. Now it's me and my giant robot buddy reclaiming science for ourselves.

Agents are GO!
Dec 29, 2004

Ddraig posted:

I think Robco Certified may just be the best New Vegas mod. It's so well done and thought out. It also makes it somewhat viable to not focus on combat skills that much, as you can have a robot army to do your bidding.

Just built a Securitron in OWB and upgraded him to Mk II. Now it's me and my giant robot buddy reclaiming science for ourselves.

I loved RobCo Certified so much that the first Skyrim mod I installed was Dwemer Certified. :)

Fasdar
Sep 1, 2001

Everybody loves dancing!
Robco Certified, The New Bison Steve, and the Someguy Series (Bounties 1&2 and the Inheritance - which is now abandoned, seemingly) are all so good they make a lot of the vanilla game seem rather flat in comparison. One of the things that - as many others have pointed out - is somewhat silly about the last two Fallout games is the lack of any kind of constructive effort on the part of the wastelanders. Even the people who run the Vicki and Vance and other spots are just like, "Yeah, sure, leave that huge rear end pile of rubble over in the back with a safe stuck in it. Looks great." Or Goodsprings - Oh, our biggest and most robustly constructed building? We don't use it at all, it's full of bugs. With these, there is much more of a sense of people actually -trying- to do something with the Mojave besides squatting on inexplicably operable 200 year old buildings. Hell, the guy in the Bison Steve mod is pretty much the only non-hapless quest-placeholder besides Mr. House in the whole game. Everybody else is just like "oh golly these three dozen idiot drug addicts/death metal larpers/ANTS sure are tough to deal with, hope some faceless warrior shows up."

Incidentally, by the end of my last play-through I'd accumulated so many robot henchmen that Primm became a sort of robot museum/resort/fortress. Very satisfying to watch mercenary hit squads spawn as I left town, only to watch them be torn apart by a parking lot full of scavenged protectrons when I kited them back inside city limits. It actually made it feel like the Courier was a legitimately influential individual, aside from being the usual protagonist demigod stuff.

Does anyone know of any mods aside from Increased Wasteland Spawns and the Freeside/New Vegas Open mods that up the population of the rest of the wasteland? I realize it's silly, but I'm pretty sure there's only about 100 total NCR npcs walking around at any given time, and less still of Legion. It's like "oh these two great forces clashing" but even a low level character can literally kill every single member of both factions in less time than it takes to finish the DLCs.

Rush Limbo
Sep 5, 2005

its with a full house
There's the factions reloaded series, which should probably be more popular than they are.

He's basically taken a few factions that he feels are underrepresented in the Wasteland in general and adds new content for them.

There's The Followers of the Apocalypse which gives the Followers a larger presence in the Wasteland, since it seems odd these guys who are supposed to be heroes to the downtrodden would only have a little camp in the middle of Freeside. This adds a new town, called New Dayglow, and adds more Follower missions in the Wasteland as a whole. Comes with dubiously voiced characters and some new quests.

There's also The Legion Reloaded and one for the Raiders aswell.

I think my favorite one is the Mojave Reloaded, which doesn't really focus on a specific faction but adds a bit more life to the Wasteland in general. You get Powder Gangers closer to the Hidden Valley, more Legion at Cottonwood Cove, battles between Nelson/Forlorn Hope etc and adds a bit more logical consistency to things (so if you clear out Quarry Junction, prospectors/miners will spawn there etc.)

Paracelsus
Apr 6, 2009

bless this post ~kya

Fasdar posted:

Robco Certified, The New Bison Steve, and the Someguy Series (Bounties 1&2 and the Inheritance - which is now abandoned, seemingly) are all so good they make a lot of the vanilla game seem rather flat in comparison. One of the things that - as many others have pointed out - is somewhat silly about the last two Fallout games is the lack of any kind of constructive effort on the part of the wastelanders. Even the people who run the Vicki and Vance and other spots are just like, "Yeah, sure, leave that huge rear end pile of rubble over in the back with a safe stuck in it. Looks great." Or Goodsprings - Oh, our biggest and most robustly constructed building? We don't use it at all, it's full of bugs. With these, there is much more of a sense of people actually -trying- to do something with the Mojave besides squatting on inexplicably operable 200 year old buildings. Hell, the guy in the Bison Steve mod is pretty much the only non-hapless quest-placeholder besides Mr. House in the whole game. Everybody else is just like "oh golly these three dozen idiot drug addicts/death metal larpers/ANTS sure are tough to deal with, hope some faceless warrior shows up."
The New Bison Steve does kinda let you break the game, though. You can choose not to find/activate the bobbleheads, of course, but all those numbers going up are just sitting there, ripe for the taking. Not to mention the 100k caps you can take the casino for by gambling (plus ~3k more each in-game week), Lucky Shades, Alien Blaster w/ ammo, and Sin City armor. It's great if you just want to dick around and be a Wasteland God without using console commands, but if you're looking to actually challenge yourself you should leave it out of your load order.

Fasdar
Sep 1, 2001

Everybody loves dancing!
You know, I played through the vanilla game and can't remember ever having problems with either money or stat/skill points. Maybe I was being a little too thorough at the start, but I never really felt 'challenged' after Come Fly With Me. Not with 5.56 ammo being so cheap, Fiends with plasma rifles so common, and Ratslayer so awesome. Once OWB is doable, all these things become even more of a moot point. While I'll agree that Bison Steve has some unnecessary balance issues, the way you get to build up your own little mini-Vegas as you progress in the game is too nice (and useful, due to the houses you get) to wholly discount it for me.

Rush Limbo
Sep 5, 2005

its with a full house
I'm using the Fook/Project Nevada Convergence mod, which also has a compatibility patch for Jsawyer, and it makes it almost an entirely new game. Jsawyer's and Project Nevada's changes to the health system stack so basically your health is entirely based on your endurance level and doesn't really increase when you level. If you want to be more health, you need to actually increase your endurance somehow. Cass becomes one of the more useful companions as a result as with Whiskey Rose you can down alcohol with no downsides, gain a few points of endurance that way, and kick rear end.

It also makes armor very important. Damage resistance/damage threshold are hugely important, as even the most basic enemies will hit hard and can kill you very, very easily, even at higher levels.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Fasdar posted:

You know, I played through the vanilla game and can't remember ever having problems with either money or stat/skill points. Maybe I was being a little too thorough at the start, but I never really felt 'challenged' after Come Fly With Me. Not with 5.56 ammo being so cheap, Fiends with plasma rifles so common, and Ratslayer so awesome. Once OWB is doable, all these things become even more of a moot point. While I'll agree that Bison Steve has some unnecessary balance issues, the way you get to build up your own little mini-Vegas as you progress in the game is too nice (and useful, due to the houses you get) to wholly discount it for me.

Yeah, even for people who are playing the vanilla game casually, there isn't much of an issue getting hold of experience, skill points, consumables, ammo, and cash--this is especially true with the DLC, where you have another 20 levels of experience to allocate. Obsidian made a point to demonstrate that industries are starting back up, people are farming, merchants are selling wares, etc. which help explain the availability of items. This certainly isn't a "The Road" wasteland of bullet-counting and subsistence living, this is the world rebuilding itself. So a lot of mods just magnify the abundance that is already there. That's why I try to counterbalance the DLC and mods by making loot more rare, cash less common, XP gain a little slower, etc. It doesn't necessarily mesh with the setting Obsidian aimed for, but it helps the gameplay a lot (in my opinion).

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Yeah, that's a pretty good point. With all the DLC I think next time I'm going to run with a mod which just lowers XP gain. I don't mind becoming a Wasteland Death God, but I'd rather not do it before I finish Honest Hearts.

I use PN, but not PN rebalance - would installing that and flagging off all the changes except XP gain slowdown be the easiest way to do it, or what?

Psion fucked around with this message at 02:00 on Jan 17, 2014

Paracelsus
Apr 6, 2009

bless this post ~kya

Psion posted:

Yeah, that's a pretty good point. With all the DLC I think next time I'm going to run with a mod which just lowers XP gain. I don't mind becoming a Wasteland Death God, but I'd rather not do it before I finish Honest Hearts.

I use PN, but not PN rebalance - would installing that and flagging off all the changes except XP gain slowdown be the easiest way to do it, or what?
You can turn off or tweak back to vanilla a lot of the PN rebalance, but it changes food healing/rads and hardcore mode values in a way that can't be altered without going into FNVEdit and messing with nearly all of the food entries. Once you do that it works pretty well aside from some of the settings (especially the auto-aim stuff) taking a few minutes to get properly set each time you start a new game.

SplitSoul
Dec 31, 2000

Hi-res Clothing was updated.

Rush Limbo
Sep 5, 2005

its with a full house
There's also the "Extra Options" version of Project Nevada which not many people know about (I didn't know it existed for a while) which adds even more customization to it.

Project Nevada adds in a ton of customization. You can pretty much tweak the game to exactly how you want it.

Nycticeius
Feb 25, 2008

This is the part when you try to stop me and I beat the hell out of you.
After a few years of not playing (or maybe a little bit less), I'm reinstalling New Vegas and going around my usual mods, adding a few new ones and, y'know, the usual.

What I'm wondering is if Nevada Skies is still the go-to mod for weather changes? I used it in my last playthrough, while it was still being actively updated, and with each update I seemed to like it less and less. Should I opt for Western Sky instead?

Visual looks will only matter if the combination of Imaginator, Cinematech and Dynavision I'm putting in won't nullify it.

Edit: Or Project Reality, perhaps? I'm not really asking about graphical differences (though they matter, obviously), I'm asking more about general quality in gameplay, I suppose.

Nycticeius fucked around with this message at 17:31 on Jan 17, 2014

Fair Bear Maiden
Jun 17, 2013
Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either.

Rush Limbo
Sep 5, 2005

its with a full house
I use this

Doesn't actually change the weather, it just does what Fellout used to do and removes the filters, giving everything a natural colour instead of it being pink/orange.

It also has a version that reapplys the green filter to various areas for stylistic reasons.

Very low impact.

TexMexFoodbaby
Sep 6, 2011

by LITERALLY AN ADMIN
Holy poo poo if you guys ever wanted to be a weird gothic cowboy then might I recommend SSS Ultimate OI Western UI Overhaul? Some of the sounds are hit and miss, but god if I didn't download it just for the success sound. Get this is you're tired of hearing the same blips and chips in vanilla.

Paracelsus
Apr 6, 2009

bless this post ~kya

Nycticeius posted:

What I'm wondering is if Nevada Skies is still the go-to mod for weather changes? I used it in my last playthrough, while it was still being actively updated, and with each update I seemed to like it less and less. Should I opt for Western Sky instead?
Western Skies is also a mood setting for Nevada Skies if what you really want is the skyboxes. I found the standalone WS was bad for stability, and also prone to the skybox getting off-kilter and staying that way until you quit the game.

Emerson Cod
Apr 14, 2004

by Pragmatica
Has anyone used the GECK's built-in Version Control to merge or develop mods rather than FNVEdit? It seems more stable, though I don't know if it has a master limitation like the Skyrim Creation Kit's version does.

Nycticeius
Feb 25, 2008

This is the part when you try to stop me and I beat the hell out of you.

Ddraig posted:

I use this

Doesn't actually change the weather, it just does what Fellout used to do and removes the filters, giving everything a natural colour instead of it being pink/orange.

It also has a version that reapplys the green filter to various areas for stylistic reasons.

Very low impact.

Fair Bear Maiden posted:

Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either.

Paracelsus posted:

Western Skies is also a mood setting for Nevada Skies if what you really want is the skyboxes. I found the standalone WS was bad for stability, and also prone to the skybox getting off-kilter and staying that way until you quit the game.

Yeah, I'm mainly interested in the skyboxes/weather... I've seen that Nevada Skies has been updated recently too, so maybe it's better now. I'll give it a go. Thanks everyone!

Dr Snofeld
Apr 30, 2009
Is the OP relatively up to date? I'm looking to use some texture mods but I've never used them for New Vegas before and don't know what the go-to mods are.

Griffon
May 14, 2003

This is the go to place for popular mods: http://www.nexusmods.com/newvegas/mods/top/ The best one is #3 and the large version is 3 GB.

Paracelsus
Apr 6, 2009

bless this post ~kya

Griffon posted:

This is the go to place for popular mods: http://www.nexusmods.com/newvegas/mods/top/ The best one is #3 and the large version is 3 GB.
#3 is currently showing as "Daughters of Ares," but I suspect you meant NMC's Texture Pack fo New Vegas, now at #4.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Dr Snofeld posted:

Is the OP relatively up to date? I'm looking to use some texture mods but I've never used them for New Vegas before and don't know what the go-to mods are.

Yes, CoP just updated it like three weeks ago. It's still good.

uaciaut
Mar 20, 2008
:splurp:
Has anyone using CCO and JSawyer had problems with how Skill Points per level are gained? To be more exact my CURRENT Int seems to be affecting how many skill points i get per level which i know is a bug (i.e. if i drink a beer before leveling up i get fewer SP, if i take mentants i get more).

CroatianAlzheimers
Jun 15, 2009

I can't remember why I'm mad at you...


Is there a mod that does for energy weapons what The Armory and Mr. Radioactive's mod does for conventional weapons? I'm starting a new energy weapons focused run and I'd love more variety.

Antistar01
Oct 20, 2013

Fair Bear Maiden posted:

Project Reality was good but gave me some annoying performance issues. I also think the New Vegas version is kind of outdated, since he moved on to Fallout 3 and then Skyrim. If you want something along the lines of Nevada Skies, you should give a try to URWLNV from the OP, it's got a lot of swell-looking sky boxes and the lighting isn't half-bad either.

This is a bit late, but Project Reality does have a pretty weird problem with performance. The weird part of it is that framerates in exteriors will drop and drop over time, but then you can instantly fix it by toggling the fx settings or whatever (heat shimmer, subtle dof, etc) in its MCM menu on then off again. (The other way around may work too - I dunno; I always have them off.)

Something not right with the scripting there I think; it's almost like a memory leak.

Beeb
Jun 29, 2003
Probation
Can't post for 27 days!

CroatianAlzheimers posted:

Is there a mod that does for energy weapons what The Armory and Mr. Radioactive's mod does for conventional weapons? I'm starting a new energy weapons focused run and I'd love more variety.

EVE is pretty dang fun for energy weapons.

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Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I would absolutely kill for a New Vegas version of Dynamic Weather for Fallout 3. Best weather mod I've ever seen for these games.

Throw Enhanced Shaders on top and I'd be in heaven.

I've been dabbling with modding Syrim, so maybe when I get bored of that I'll try converting it to work with New Vegas, if that is even a possibility.

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